I am trying to export a skinned mesh on 3ds Max 6, using HI Corp's m3g exporter. The problem is that, for some reason, in the exported model the bones are scaled and rotated from the original ones, although not the model's mesh. the result, of course, is a totally deformed character.
I tried exporting just the bones and it works fine, they are in the right position and with the right size, also the animation works.